Generators & Modifiers
Here's a list of all available generatos and modifiers
Generators
Cellular Automata

Generates Island like shapes based on cellular automata algorithm.
BSP Dungeon

Generates dungeon like shapes base on the binary space partitioning algorithm.
Random Walk Dungeon

Generates a dungeon based on the random walk algorithm. Multiple properties can be defined to change the shape as well as the start position.
Maze

Generates a maze like shape. Corridor width can be modified.
Height Texture

Generates a shape based of a texture. Height range can be defined. For best results please use a grayscale height texture.
Pathfinding

Generates a Path between two points. Requires three other blueprint layers to be assigned.
Navigation layer
Start layer
Target layer
Poisson Disc Sampling

Generates noise based on the poisson disc sampling algorithm. Great for placing tree or other objects.
Checkerboard

Generates a checkboard like grid.
Random Noise

Generates a random noise.
Shapes

Can generate three different types of shapes. Circle, square or triangle. Multiple shapes can be combined at the same time.
Dot Grid

Generates a "dot" grid.
Modifiers
Add
Add cells from another blueprint layer.
Subtract
Subtract cells from another blueprint layer.
Boolean
Execute boolean operators on this blueprint layer
Expand
Expands cells based on iteration count.
Shrink
Shrinks cells based on iteration count.
Smooth
Smooth cells.
Invert
Invert cells
Select
Select different types of cells. Like:
Random
Border
Fill / Inner tiles
Edge tiles
Corner tiles
Interior Corner tiles
Select by Rule
Select cells based on rules.
Find Position On Islands
Finds random positions on cell islands.

Push To Paint Positions
This is somewhat similar to the Add modifier, but due to the top-to-bottom execution order of blueprint stacks, there are cases where Add alone won’t work. For example, if the first layer uses an Add modifier to include a blueprint layer that hasn’t been executed yet, it will only add empty cells. In such cases, you need to use the Push to Paint Positions modifier on the second layer to push its generated cells into the first layer.
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